logo image of sharetextures
ShareTextures
menu
  • Home
  • Textures
  • NFT
  • SBSAR
  • Blog
  • About/Contact
  • License
patreon logo Become a Patron | $580 to goal
apps

PBR Textures

The term “Physically Based Rendering” — or PBR — does, in itself, imply that the material definition used in PBR is based on real physics. Some have also interpreted this as meaning that other shading models are not based on real physics; which is wrong.

While real-time rendering shading models were not necessarily based on real physics, other ray tracers, such as V-Ray, have always been physically based. As such, PBR shading models became very popular for real-time rendering for two basic reasons: 

  1. It is actually physically based.
  2. It requires fewer variables — and therefore texture maps — to define a material.

There are two different modes of PBR, one of them is based on the Roughness and Metalic maps, the other is based on the Glossiness and Specular maps.
So when to see Sets of textures that have the Roughness or Metalic map is because it works with the first method and if the Set of textures contain the Specular or Glossiness map it is because it works with the second method.

 

vray material render

V-Ray accepts both methods, but the default is Glossiness Specular.
These textures that are downloadable in Share Textures were created for this Glossiness Specular method.

So just apply the Diffuse on the Diffuse channel of VRayMtl, the Specular on the RGlossiness channel, the Normal on the Bump channel, but first you need to add the VRayNormalMap map and inside it apply the Normal texture, as is common with any Normal texture, in Displacement applies to the Displace channel, as shown in the first image attached.

However, the Displace of the material does not subdivide the Mesh, so you need to apply a mesh with enough polygons to reproduce Displacement details, I used a Plane with 100 x 100 Segments.
For more details on Displacement, it is better to apply the VRayDisplacementMod modifier and put the texture inside it, since it will subdivide the Mesh at the time of rendering and create finer details.

The AO is not usually used in rendering by Ray-Tracing, only in Games Engines or similar renderers like the Marmoset Toolbag.
However, you can use it to make compositions, as the AO map defines the most hidden parts of the Mesh in Black and the most accessible parts in White, so it is possible to apply it as a mask to compose two textures.

For example, if you apply the Composite map in the Slot Color and then add the texture of the Diffuse, you can create another Layer with another PBR texture, in my case I used earth, and apply the map of AO in the Mask of this Layer to define where it will or will not sand.
Since the AO map defines the protrusions of the Mesh, the sand texture will appear more in the parts where it would naturally accumulate between the stones, as shown in the third and fourth attached images.

About compositing in the Slate Material Editor or in the Compact Material Editor, both are the same, but it is more practical to use Slate in the composition of complex materials, and Compact is better at setting up simple materials.

Orjinal Portuguese: André Vieira

  • person Sharetextures
  • date_range 11 March 2019 (3 years ago)
  • cloud_download 11
  • Categories: Blog
  • Tags:

Patrons

Riccardo Giovanetti Mark Lopatka Dominik Lee David Leonard Gijs Schenk Leif Pedersen Sean Barrett Panagiotis Tourlas Mark Boss migenius Adam Contardo Stuart Forrest StruffelProductions (ambientCG) Y-Phil s.stavla haya ROSYCHEEKSH Joshua Albers James Montemayor Stephan Derusha Yhya Dyab Just Gollor alexjc Belinda Gordon Nengyu Luo Eyecad VR Poly Haven Mark Meijs Manuel Chivari Blackstructure Team Bannée Botak Plotak SuRiU Jeremy Clowers michel marteaux c2 interieur 大貴 北田 Raymond Wong Elizaveta Zyuzina Pavol Duplinský Jeff Nyte glenneroo Dadbacca Eso chikvashvili ACZero Harry R Jose Quinones Andrea L Demopoulos Wesley Corp Antonello Lipori William Jeremy Igor Y what do I know Dromture kurtis wow simon hodge Carl Gissing Stan Konowitz Todd Stringer Yarik Thomas JACKSON Bocksy ΜΑΡΓΑΡΙΤΑ ΣΗΜΑΝΤΗΡΗ Cierwen Newell Nina Lahav King Beavis EradifyerAO Dan Edwards Alison Mae San Juan M.Tolga ARSLAN camilo moreno Omar Fagundo Farhan Hassan Le Tien An Alejandro Soler BigGunRaze kenshin Sean Piercy
Join Patrons, Support ShareTextures
facebook logo twitter logo youtube logo patreon logo
  • Home
  • Textures
  • Blog
  • Privacy

Public Domain Mark
This work is free of known copyright restrictions.